108 lines
3.3 KiB
Plaintext
108 lines
3.3 KiB
Plaintext
/phantom/setPhantomSection head
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/run/initialize
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#/vis/open OGLSX
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/vis/open OGL 600x600-0+0
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#
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# Use this open statement to create a .prim file suitable for
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# viewing in DAWN:
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#/vis/open DAWNFILE
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#
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# Use this open statement to create a .heprep file suitable for
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# viewing in HepRApp:
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#/vis/open HepRepFile
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#
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# Use this open statement to create a .wrl file suitable for
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# viewing in a VRML viewer:
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#/vis/open VRML2FILE
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#
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# Disable auto refresh and quieten vis messages whilst scene and
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# trajectories are established:
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/vis/viewer/set/autoRefresh false
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/vis/verbose errors
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#
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# Define background colour (comment out for black as default)
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#/vis/viewer/set/background white
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#
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# Draw phantom
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/vis/drawVolume
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#
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#
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# Alternatively comment out "/vis/drawVolume" and un-comment the following
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# commands
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# Temporarily switch culling off so even a "transparent/invisible" volume
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# is drawn
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#/vis/viewer/set/culling global false
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# phantomContainer is transparent - but defines "extent"
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#/vis/drawVolume phantomContainer ! 0
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#/vis/viewer/set/culling global true
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# Add vis user action
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#/vis/scene/add/userAction
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# You could try making all materials (except air) opaque (last quantity) in
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# ColorMap.dat.
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# You could try "/vis/viewer/interpolate g4views/* 200", which runs a cutaway
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# plane through the head, based on 2 view files - g4_00.g4view and
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# g4_01.g4view in subdirectory g4views.
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# (See examples/extended/visualization/movies for how to create view
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# files for interpolation.)
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# Also you may visualise the whole body by changing "head" to "full"
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# at the head of this file before /run/initialize.
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#
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#
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# Specify view angle:
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/vis/viewer/set/viewpointThetaPhi 85 -75 deg
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#/vis/viewer/set/lightsMove with-camera
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#
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# Set Voxels number to be visualised
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/vis/ogl/set/displayListLimit 9999999
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# Specify zoom value:
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#/vis/viewer/zoom 2.
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#
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# Specify style (surface or wireframe, etc.):
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#/vis/viewer/set/style wireframe
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/vis/viewer/set/rotationStyle freeRotation
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/vis/viewer/set/hiddenMarker true
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#
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# Draw coordinate axes:
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/vis/scene/add/axes
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#
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# Draw trajectories at end of event, showing trajectory points
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# as markers 2 pixels wide:
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/vis/scene/add/trajectories
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/vis/modeling/trajectories/create/drawByCharge
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/vis/modeling/trajectories/drawByCharge-0/default/setDrawStepPts true
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/vis/modeling/trajectories/drawByCharge-0/default/setStepPtsSize 2
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# (if too many tracks cause core dump => /tracking/storeTrajectory 0)
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#
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# Draw hits at end of event:
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#/vis/scene/add/hits
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#
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# To draw only gammas:
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#/vis/filtering/trajectories/create/particleFilter
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#/vis/filtering/trajectories/particleFilter-0/add gamma
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#
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# To invert the above, drawing all particles except gammas,
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# keep the above two lines but also add:
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#/vis/filtering/trajectories/particleFilter-0/invert true
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#
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# Many other options are available with /vis/modeling and /vis/filtering.
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# For example, to select colour by particle ID:
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#/vis/modeling/trajectories/create/drawByParticleID
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#/vis/modeling/trajectories/drawByParticleID-0/set e- blue
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#
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# To superimpose all of the events from a given run:
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/vis/scene/endOfEventAction accumulate
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#
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# Re-establish auto refreshing and verbosity:
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/vis/viewer/set/autoRefresh true
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/vis/verbose warnings
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#
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# For file-based drivers, use this to create an empty detector view:
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#/vis/viewer/flush
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#Define the primary particles
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/control/execute primary.mac
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